Stooo-QuickSpraySelector icon

QuickSpraySelector

Replaces the Graffiti Minigame with a weapon wheel style selector. Press cancel to spray last used piece.

CHANGELOG

Changelog

1.0.2

  • Show the longer gameplay GIF first.
  • Documentation update; gameplay is unchanged.

1.0.1

  • Added two gameplay GIFs and shortened the package description.
  • Documentation update; gameplay is unchanged.

QuickSpraySelector

1.0.0

  • First public release of QuickSpraySelector by Stooo.
  • Replace the graffiti minigame with a weapon wheel style selector for collected artwork, with a central preview and controls that follow the game's bindings.
  • Support either analog stick, mouse, D-pad and keyboard; cancel sprays the last used piece for the current size.
  • Keep native character poses, paint effects and finishing animations, with animated paint styling, selection sounds and camera motion.
  • Keep foreground dots sharp and background blur working across area changes, with adjustable blur quality.
  • Known issue: The screen may hang for a second on the first spray after launching the game.

0.22.3

  • Keep the native blur volume alive across area changes.
  • Rebuild incomplete blur state and bind the current camera after transitions, restoring the previous camera settings safely.
  • Clean up destroyed camera-layer references when binding another camera.

0.22.2

  • Let yellow dots drift briefly, slow to a complete stop after 1.5 seconds, and remain suspended while choosing.
  • Reduce the opening dot emission by 25% and stop emitting after preparation, keeping a smaller fixed field.
  • Preserve sharp foreground dots, the separate cloud tail and native finishing effects.

0.22.1

  • Give the native yellow dots a separate, gentle playback clock so later wheel openings no longer fling them away at the native effect's initial 100x speed.
  • Prepare the dots once per opening while preserving their native shape, motion, sizes and lifetime; keep them sharp in front of the wheel.
  • Keep the large cloud's finite tail and regular finishing effects unchanged.

0.22.0

  • Draw the native yellow dots in front of the wheel, preserving their world positions, sizes and colors while keeping them sharp during background blur.
  • Limit randomized can-lid selection sounds to three owned voices, reusing an idle voice or replacing the oldest.
  • Replace repeating camera shake with subtle, irregular handheld sway and roll.
  • Reuse one particle buffer and the native dot texture; no additional scene camera, render target or blur pass.

0.21.3

  • Let the large native paint cloud continue moving and shrinking slowly, then expire instead of freezing over the wall.
  • Preserve the floating yellow dots and native opening burst/hit-pause.
  • Stop only the separate cloud and streak emitters after the opening burst; keep existing particles alive until their natural expiry.
  • Freeze the owned effect during gameplay pause and clean it up on selector exit.

0.21.2

  • Match the native paint effect's two-stage slowdown and brief animation hit-pause.
  • Preserve the native prefab's particle and animation settings, removing the custom speed floor and emission/deletion timers.
  • Remove the independently owned cloud when leaving the selector, keeping normal finishing effects intact.

0.21.1

  • Let the native yellow paint cloud animate on opening rather than holding a frozen sample.
  • Stop emission after one brief burst, allow live particles to expire and remove the effect automatically.
  • Keep the random selector pose, original pose option, hidden cursor and native finishing spray intact.

0.21.0

  • Include the original incoming character pose as an equal option alongside the eight directional selector poses.
  • Hide the system mouse cursor during selection while retaining mouse aiming, clicks and scrolling.
  • Show the native yellow paint-cloud effect attached to the display character, sampled once and held without continual particle emission or simulation.
  • Remove the owned cloud on confirmation, cancellation and unload, keeping native finishing effects and rewards unchanged.

0.20.0

  • Move random character poses to the open selector and keep the existing yellow graffiti boost attached to the character.
  • Restore the unchanged native finishing spray animation after confirmation; remove the added directional paint slash from completion.
  • Aim with either analog stick or the mouse, with deliberate device handover and resting-input suppression after D-pad/page changes.
  • Add left-click to spray, right-click to use last/cancel, and mouse-wheel paging. Restore cursor and animator state on exit.

0.19.0

  • Randomly play one of the game's eight directional graffiti poses when confirming an artwork or spraying the last-used piece.
  • Keep the matching native yellow paint slash and recovery animation within the existing spray sequence.
  • Preserve native reveal timing, painting, rewards and cleanup; small tags and safe cancellation keep their usual behavior.

0.18.1

  • Make the initial camera attachment pull about 20% quicker while keeping the same orbit strength and smooth settling.

0.18.0

  • Replace the selection camera kick and rubber-band rebound with smooth medium-strength orbital attachment to highlighted artwork.
  • Pull clockwise for pieces on the left and counterclockwise for pieces on the right, with vertical orbit guidance too.
  • Move position and aim together around the character while retaining the slow circular drift and subtle shake.
  • Follow the initial or remembered selection as well as subsequent highlights, with consistent motion across frame rates.
  • Preserve camera restoration, the lighter graphics defaults and the existing ten-second delay/five-second blur fade.

0.17.0

  • Add circular horizontal/vertical camera drift with a random starting direction and slightly stronger subtle shake.
  • Kick the camera toward highlighted artwork with a strong, bounded, frame-rate-independent rubber-band return.
  • Delay blur by ten seconds, then fade over five seconds with a linear ramp and a curved final second.
  • Reduce liquid geometry by about 62%, use 2x antialiasing and cap the render target at 2048 pixels.
  • Default native blur to Medium and expose blur quality and enable/disable settings.
  • Cache collected-graffiti filtering and artwork text helpers instead of recreating them every wheel frame.

0.16.0

  • Slowly sway the scene camera around the character with a subtle shake; keep the wheel steady.
  • Wait six seconds before fading native blur in over three seconds with a smooth S-curve.
  • Restore the scene camera before the native spray animation, on pause and on exit.

0.15.2

  • Remove startup blur preparation in WarmResources.
  • Ensure blur uses only already loaded resources when wheel opens.

0.15.1

  • Replace the inactive shader-based blur with the game's native depth-of-field effect.
  • Read native post-processing resources directly and restore camera settings when the selector closes.

0.15.0

  • Add a live FPS-style background blur beneath the selector.
  • Keep the wheel, graffiti preview and configured button hints sharp.
  • Remove blur immediately on confirmation, cancellation, pause and cleanup.

0.14.0

First public release preparation.

  • Choose collected graffiti from a wheel with thumbnails and a center preview.
  • Analog-stick, D-pad and keyboard navigation, with configured button helpers.
  • Remember the last sprayed piece for each size; cancel recalls it.
  • Preserve the game's native spray animation and reward sequence.
  • Animated paint styling and random spray-can lid sounds on selection changes.

Known issue: the first graffiti interaction after starting the game may briefly hang.